The Psychology of Esports: A Systematic Literature Review
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Citations
Mental health in elite athletes: International Olympic Committee consensus statement (2019).
Raising the Stakes: E-Sports and the Professionalization of Computer Gaming
Setting the scientific stage for esports psychology: a systematic review
Stress and Coping in Esports and the Influence of Mental Toughness.
The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers
References
Raising the Stakes: E-Sports and the Professionalization of Computer Gaming
Home video game playing in schoolchildren: a study of incidence and patterns of play
Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: issues, concerns, and recommendations for clarity in the field
Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines
On the Scientific Relevance of eSports.
Related Papers (5)
Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”
Frequently Asked Questions (14)
Q2. What have the authors stated for future works in "The psychology of esports: a systematic literature review" ?
The present review systematically collated all the published peer-reviewed empirical studies concerning the psychology of esport players, to draw attention to the topic to academics and researchers in an emerging field of gaming activity, and to encourage future empirical studies in the field of sport psychology. However, there is a paucity of empirical data and further research is needed before any definitive conclusions can be made concerning the psychology of esports. Regarding future research directions, further comparison and evaluation of sports and esport is needed, developing the similarities and the differences between such activities. Accepting esport as a genuine sport and the emerging popularity of this activity could lead future empirical studies to applying the tools and methodologies of sport psychology in their design.
Q3. What are the main motivations of MMORPG players?
Among the motivations for playing were achievement motivations (advancement, mechanics, competition), social motivations (socializing, relationship, teamwork), and immersion factors (discovery, role-playing, customization, escapism).
Q4. What is the popular genre in esports?
Although the FPS and the RTS genres have retained their popularity, the new MOBA (Multiplayer Online Battle Arena) games have become the most popular genre in esports.
Q5. What are the important elements underlying gaming motivations?
For instance, Vorderer and his colleagues (Vorderer 2000; Vorderer et al. 2003) found that the most essential elements underlying gaming motivations are interactivity and competition.
Q6. What are the common sports consumption elements among esport players?
However in-game participation, radio listenership, and team merchandise purchase were less common among esport players than traditional sport players.
Q7. What is the purpose of the present review?
The present review aimed to review all empirical studies examining the psychology of esports, and to draw attention to a new field of video game research.
Q8. What is the popular recreational activity in video games?
Playing video games has become one of the most popular recreational activities, not just among children and adolescents, but also among adults too (Entertainment Software Association 2017).
Q9. What is the effect of novelty on esport viewing?
novelty (i.e., enjoyment of seeing new players and teams on the sport scene) had a moderate association with esport consumption, but the enjoyment of aggression (i.e., witnessing aggressive/hostile behavior by the players), escapism (i.e., using media to forget/avoid everyday problems), and acquiring the knowledge (i.e., learning about players and teams, collect information, learn new skills) positively influenced the frequency of esport spectating.
Q10. How many papers were excluded from the literature review?
based on the inclusion criteria (i.e., an empirical study containing new primary data and published in a peer reviewed journal in the English language), a total of 22 papers were excluded because they were either non-empirical (n=11), were published in conference proceedings or student theses (n=8), or were not specifically focused on esport (n=3).
Q11. What is the main argument of Brock (2017)?
Building on the work of Caillois (2001), Brock (2017) argued that esport could lead to the pursuit of extrinsic rewards over intrinsic ones by playing video games (Ryan and Deci 2000; Ryan et al. 2006).
Q12. What is the meaning of "Playing video games in the higher stages of this model"?
This means that playing video games in the higher stages of this model are considered as work (extrinsic motivations) rather than leisure (intrinsic motivations).
Q13. What does Caillois cite as the main argument for esport?
According to previous game studies, Caillois (2001) argues that competitive gaming in general has a negative impact on people and society when gaming engaged in as a free activity becomes a work activity.
Q14. What were the main goals of Seo’s study?
Seo’s (2016) research goals were threefold, to explore: (i) the elements of esport consumption that make the activity attractive to a career of a professional esport player, (ii) the reasons why esport players want to pursue such a career opportunity, and (iii) how players progress through the identity transformation to aquire a professional gamer identity.